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Get Started Free →Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 459% | 0% |
| case-02 | ✗→✓ | ▲ Improved | 816% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 61% | 0% |
| case-04 | ✗→✓ | ▲ Improved | 20% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 2% | 0% |
Destroy one or many components from target GameObject. Can't destroy missed components. Use 'gameobject-find' tool to find the target GameObject and 'gameobject-component-get' to get component details first.
gameObjectRef — the host GameObject.destroyComponentRefs — ComponentRefList of components to destroy (matched against the GameObject's components).Iterates go.GetComponents<Component>(), skipping null entries (missing scripts). For each non-null component that matches one of destroyComponentRefs, the tool snapshots a ComponentRef, calls Object.DestroyImmediate, and records the destroyed reference. If no component matches at all, throws with the help text from Error.NotFoundComponents (which includes a preview of all available components on the GameObject).
bashunity-mcp-cli run-tool gameobject-component-destroy --input '{ "gameObjectRef": "string_value", "destroyComponentRefs": "string_value" }'
> For complex input (multi-line strings, code), save the JSON to a file and use: > bash > unity-mcp-cli run-tool gameobject-component-destroy --input-file args.json > > > Or pipe via stdin (recommended): > bash > unity-mcp-cli run-tool gameobject-component-destroy --input-file - <<'EOF' > {"param": "value"} > EOF >
If unity-mcp-cli is not found, either install it globally (npm install -g unity-mcp-cli) or use npx unity-mcp-cli instead. Read the /unity-initial-setup skill for detailed installation instructions.
| Name | Type | Required | Description | |------|------|----------|-------------| | gameObjectRef | any | Yes | Find GameObject in opened Prefab or in the active Scene. | | destroyComponentRefs | any | Yes | Component reference array. Used to find Component at GameObject. |
json{ "type": "object", "properties": { "gameObjectRef": { "$ref": "#/$defs/AIGD.GameObjectRef" }, "destroyComponentRefs": { "$ref": "#/$defs/AIGD.ComponentRefList" } }, "$defs": { "System.Type": { "type": "string" }, "AIGD.GameObjectRef": { "type": "object", "properties": { "instanceID": { "type": "integer", "description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)" }, "path": { "type": "string", "description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2." }, "name": { "type": "string", "description": "Name of a GameObject in hierarchy. Priority: 3." }, "assetType": { "$ref": "#/$defs/System.Type", "description": "Type of the asset." }, "assetPath": { "type": "string", "description": "Path to the asset within the project. Starts with 'Assets/'" }, "assetGuid": { "type": "string", "description": "Unique identifier for the asset." } }, "required": [ "instanceID" ], "description": "Find GameObject in opened Prefab or in the active Scene." }, "AIGD.ComponentRef": { "type": "object", "properties": { "index": { "type": "integer", "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1." }, "typeName": { "type": "string", "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null." }, "instanceID": { "type": "integer", "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'." } }, "required": [ "index", "instanceID" ], "description": "Component reference. Used to find a Component at GameObject." }, "AIGD.ComponentRefList": { "type": "array", "items": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Component reference. Used to find a Component at GameObject." }, "description": "Component reference array. Used to find Component at GameObject." } }, "required": [ "gameObjectRef", "destroyComponentRefs" ] }
json{ "type": "object", "properties": { "result": { "$ref": "#/$defs/AIGD.DestroyComponentsResponse" } }, "$defs": { "AIGD.ComponentRefList": { "type": "array", "items": { "$ref": "#/$defs/AIGD.ComponentRef", "description": "Component reference. Used to find a Component at GameObject." }, "description": "Component reference array. Used to find Component at GameObject." }, "AIGD.ComponentRef": { "type": "object", "properties": { "index": { "type": "integer", "description": "Component 'index' attached to a gameObject. The first index is '0' and that is usually Transform or RectTransform. Priority: 2. Default value is -1." }, "typeName": { "type": "string", "description": "Component type full name. Sample 'UnityEngine.Transform'. If the gameObject has two components of the same type, the output component is unpredictable. Priority: 3. Default value is null." }, "instanceID": { "type": "integer", "description": "instanceID of the UnityEngine.Object. If this is '0', then it will be used as 'null'." } }, "required": [ "index", "instanceID" ], "description": "Component reference. Used to find a Component at GameObject." }, "AIGD.DestroyComponentsResponse": { "type": "object", "properties": { "DestroyedComponents": { "$ref": "#/$defs/AIGD.ComponentRefList", "description": "List of destroyed components." } } } }, "required": [ "result" ] }
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